1.2SYMar 30, 2017
Minimum-Information LQG Control - Part II: Retentive ControllersRoy Fox, Naftali Tishby
Retentive (memory-utilizing) sensing-acting agents may operate under limitations on the communication between their sensing, memory and acting components, requiring them to trade off the external cost that they incur with the capacity of their communication channels. In this paper we formulate this problem as a sequential rate-distortion problem of minimizing the rate of information required for the controller's operation under a constraint on its external cost. We reduce this bounded retentive control problem to the memoryless one, studied in Part I of this work, by viewing the memory reader as one more sensor and the memory writer as one more actuator. We further investigate the structure of the resulting optimal solution and demonstrate its interesting phenomenology.
Learning to Design Analog Circuits to Meet Threshold SpecificationsDmitrii Krylov, Pooya Khajeh, Junhan Ouyang et al.
Automated design of analog and radio-frequency circuits using supervised or reinforcement learning from simulation data has recently been studied as an alternative to manual expert design. It is straightforward for a design agent to learn an inverse function from desired performance metrics to circuit parameters. However, it is more common for a user to have threshold performance criteria rather than an exact target vector of feasible performance measures. In this work, we propose a method for generating from simulation data a dataset on which a system can be trained via supervised learning to design circuits to meet threshold specifications. We moreover perform the to-date most extensive evaluation of automated analog circuit design, including experimenting in a significantly more diverse set of circuits than in prior work, covering linear, nonlinear, and autonomous circuit configurations, and show that our method consistently reaches success rate better than 90% at 5% error margin, while also improving data efficiency by upward of an order of magnitude. A demo of this system is available at circuits.streamlit.app
5.7LGMay 14
Data-Augmented Game Starts for Accelerating Self-Play Exploration in Imperfect Information GamesJB Lanier, Nathan Monette, Pierre Baldi et al.
Finding approximate equilibria for large-scale imperfect-information competitive games such as StarCraft, Dota, and CounterStrike remains computationally infeasible due to sparse rewards and challenging exploration over long horizons. In this paper, we propose a multi-agent starting-state sampling strategy designed to substantially accelerate online exploration in regularized policy-gradient game methods for two-player zero-sum (2p0s) games. Motivated by an assumption that offline demonstrations from skilled humans can provide good coverage of high-level strategies relevant to equilibrium play, we propose the initialization of reinforcement learning data collection at intermediate states sampled from offline data to facilitate exploration of strategically relevant subgames. Referring to this method as Data-Augmented Game Starts (DAGS), we perform experiments using synthetic datasets and analytically tractable, long-horizon control variants of two-player Kuhn Poker, Goofspiel, and a counterexample game designed to penalize biased beliefs over hidden information. Under fixed computational budgets, DAGS enables regularized policy gradient methods to achieve lower exploitability in games with significantly more challenging exploration. We show that augmenting starting state distributions when solving imperfect information games can lead to biased equilibria, and we provide a straightforward mitigation to this in the form of multi-task observation flags. Finally, we release a new set of benchmark environments that drastically increase exploration challenges and state counts in existing OpenSpiel games while keeping exploitability measurements analytically tractable.
XDO: A Double Oracle Algorithm for Extensive-Form GamesStephen McAleer, John Lanier, Kevin Wang et al.
Policy Space Response Oracles (PSRO) is a reinforcement learning (RL) algorithm for two-player zero-sum games that has been empirically shown to find approximate Nash equilibria in large games. Although PSRO is guaranteed to converge to an approximate Nash equilibrium and can handle continuous actions, it may take an exponential number of iterations as the number of information states (infostates) grows. We propose Extensive-Form Double Oracle (XDO), an extensive-form double oracle algorithm for two-player zero-sum games that is guaranteed to converge to an approximate Nash equilibrium linearly in the number of infostates. Unlike PSRO, which mixes best responses at the root of the game, XDO mixes best responses at every infostate. We also introduce Neural XDO (NXDO), where the best response is learned through deep RL. In tabular experiments on Leduc poker, we find that XDO achieves an approximate Nash equilibrium in a number of iterations an order of magnitude smaller than PSRO. Experiments on a modified Leduc poker game and Oshi-Zumo show that tabular XDO achieves a lower exploitability than CFR with the same amount of computation. We also find that NXDO outperforms PSRO and NFSP on a sequential multidimensional continuous-action game. NXDO is the first deep RL method that can find an approximate Nash equilibrium in high-dimensional continuous-action sequential games. Experiment code is available at https://github.com/indylab/nxdo.
Pipeline PSRO: A Scalable Approach for Finding Approximate Nash Equilibria in Large GamesStephen McAleer, John Lanier, Roy Fox et al.
Finding approximate Nash equilibria in zero-sum imperfect-information games is challenging when the number of information states is large. Policy Space Response Oracles (PSRO) is a deep reinforcement learning algorithm grounded in game theory that is guaranteed to converge to an approximate Nash equilibrium. However, PSRO requires training a reinforcement learning policy at each iteration, making it too slow for large games. We show through counterexamples and experiments that DCH and Rectified PSRO, two existing approaches to scaling up PSRO, fail to converge even in small games. We introduce Pipeline PSRO (P2SRO), the first scalable general method for finding approximate Nash equilibria in large zero-sum imperfect-information games. P2SRO is able to parallelize PSRO with convergence guarantees by maintaining a hierarchical pipeline of reinforcement learning workers, each training against the policies generated by lower levels in the hierarchy. We show that unlike existing methods, P2SRO converges to an approximate Nash equilibrium, and does so faster as the number of parallel workers increases, across a variety of imperfect information games. We also introduce an open-source environment for Barrage Stratego, a variant of Stratego with an approximate game tree complexity of $10^{50}$. P2SRO is able to achieve state-of-the-art performance on Barrage Stratego and beats all existing bots. Experiment code is available athttps://github.com/JBLanier/pipeline-psro.
Skill Set Optimization: Reinforcing Language Model Behavior via Transferable SkillsKolby Nottingham, Bodhisattwa Prasad Majumder, Bhavana Dalvi Mishra et al.
Large language models (LLMs) have recently been used for sequential decision making in interactive environments. However, leveraging environment reward signals for continual LLM actor improvement is not straightforward. We propose Skill Set Optimization (SSO) for improving LLM actor performance through constructing and refining sets of transferable skills. SSO constructs skills by extracting common subtrajectories with high rewards and generating subgoals and instructions to represent each skill. These skills are provided to the LLM actor in-context to reinforce behaviors with high rewards. Then, SSO further refines the skill set by pruning skills that do not continue to result in high rewards. We evaluate our method in the classic videogame NetHack and the text environment ScienceWorld to demonstrate SSO's ability to optimize a set of skills and perform in-context policy improvement. SSO outperforms baselines by 40% in our custom NetHack task and outperforms the previous state-of-the-art in ScienceWorld by 35%.
Reinforcement Learning from Delayed Observations via World ModelsArmin Karamzade, Kyungmin Kim, Montek Kalsi et al.
In standard reinforcement learning settings, agents typically assume immediate feedback about the effects of their actions after taking them. However, in practice, this assumption may not hold true due to physical constraints and can significantly impact the performance of learning algorithms. In this paper, we address observation delays in partially observable environments. We propose leveraging world models, which have shown success in integrating past observations and learning dynamics, to handle observation delays. By reducing delayed POMDPs to delayed MDPs with world models, our methods can effectively handle partial observability, where existing approaches achieve sub-optimal performance or degrade quickly as observability decreases. Experiments suggest that one of our methods can outperform a naive model-based approach by up to 250%. Moreover, we evaluate our methods on visual delayed environments, for the first time showcasing delay-aware reinforcement learning continuous control with visual observations.
4.6LGFeb 22, 2024
Moonwalk: Inverse-Forward DifferentiationDmitrii Krylov, Armin Karamzade, Roy Fox
Backpropagation, while effective for gradient computation, falls short in addressing memory consumption, limiting scalability. This work explores forward-mode gradient computation as an alternative in invertible networks, showing its potential to reduce the memory footprint without substantial drawbacks. We introduce a novel technique based on a vector-inverse-Jacobian product that accelerates the computation of forward gradients while retaining the advantages of memory reduction and preserving the fidelity of true gradients. Our method, Moonwalk, has a time complexity linear in the depth of the network, unlike the quadratic time complexity of naïve forward, and empirically reduces computation time by several orders of magnitude without allocating more memory. We further accelerate Moonwalk by combining it with reverse-mode differentiation to achieve time complexity comparable with backpropagation while maintaining a much smaller memory footprint. Finally, we showcase the robustness of our method across several architecture choices. Moonwalk is the first forward-based method to compute true gradients in invertible networks in computation time comparable to backpropagation and using significantly less memory.
16.4LGJun 10, 2024
Verification-Guided Shielding for Deep Reinforcement LearningDavide Corsi, Guy Amir, Andoni Rodriguez et al.
In recent years, Deep Reinforcement Learning (DRL) has emerged as an effective approach to solving real-world tasks. However, despite their successes, DRL-based policies suffer from poor reliability, which limits their deployment in safety-critical domains. Various methods have been put forth to address this issue by providing formal safety guarantees. Two main approaches include shielding and verification. While shielding ensures the safe behavior of the policy by employing an external online component (i.e., a ``shield'') that overrides potentially dangerous actions, this approach has a significant computational cost as the shield must be invoked at runtime to validate every decision. On the other hand, verification is an offline process that can identify policies that are unsafe, prior to their deployment, yet, without providing alternative actions when such a policy is deemed unsafe. In this work, we present verification-guided shielding -- a novel approach that bridges the DRL reliability gap by integrating these two methods. Our approach combines both formal and probabilistic verification tools to partition the input domain into safe and unsafe regions. In addition, we employ clustering and symbolic representation procedures that compress the unsafe regions into a compact representation. This, in turn, allows to temporarily activate the shield solely in (potentially) unsafe regions, in an efficient manner. Our novel approach allows to significantly reduce runtime overhead while still preserving formal safety guarantees. We extensively evaluate our approach on two benchmarks from the robotic navigation domain, as well as provide an in-depth analysis of its scalability and completeness.
4.4LGNov 28, 2021
Count-Based Temperature Scheduling for Maximum Entropy Reinforcement LearningDailin Hu, Pieter Abbeel, Roy Fox
Maximum Entropy Reinforcement Learning (MaxEnt RL) algorithms such as Soft Q-Learning (SQL) and Soft Actor-Critic trade off reward and policy entropy, which has the potential to improve training stability and robustness. Most MaxEnt RL methods, however, use a constant tradeoff coefficient (temperature), contrary to the intuition that the temperature should be high early in training to avoid overfitting to noisy value estimates and decrease later in training as we increasingly trust high value estimates to truly lead to good rewards. Moreover, our confidence in value estimates is state-dependent, increasing every time we use more evidence to update an estimate. In this paper, we present a simple state-based temperature scheduling approach, and instantiate it for SQL as Count-Based Soft Q-Learning (CBSQL). We evaluate our approach on a toy domain as well as in several Atari 2600 domains and show promising results.
5.5LGOct 28, 2021
Temporal-Difference Value Estimation via Uncertainty-Guided Soft UpdatesLitian Liang, Yaosheng Xu, Stephen McAleer et al.
Temporal-Difference (TD) learning methods, such as Q-Learning, have proven effective at learning a policy to perform control tasks. One issue with methods like Q-Learning is that the value update introduces bias when predicting the TD target of a unfamiliar state. Estimation noise becomes a bias after the max operator in the policy improvement step, and carries over to value estimations of other states, causing Q-Learning to overestimate the Q value. Algorithms like Soft Q-Learning (SQL) introduce the notion of a soft-greedy policy, which reduces the estimation bias via soft updates in early stages of training. However, the inverse temperature $β$ that controls the softness of an update is usually set by a hand-designed heuristic, which can be inaccurate at capturing the uncertainty in the target estimate. Under the belief that $β$ is closely related to the (state dependent) model uncertainty, Entropy Regularized Q-Learning (EQL) further introduces a principled scheduling of $β$ by maintaining a collection of the model parameters that characterizes model uncertainty. In this paper, we present Unbiased Soft Q-Learning (UQL), which extends the work of EQL from two action, finite state spaces to multi-action, infinite state space Markov Decision Processes. We also provide a principled numerical scheduling of $β$, extended from SQL and using model uncertainty, during the optimization process. We show the theoretical guarantees and the effectiveness of this update method in experiments on several discrete control environments.
12.1AISep 5, 2021
Modular Framework for Visuomotor Language GroundingKolby Nottingham, Litian Liang, Daeyun Shin et al.
Natural language instruction following tasks serve as a valuable test-bed for grounded language and robotics research. However, data collection for these tasks is expensive and end-to-end approaches suffer from data inefficiency. We propose the structuring of language, acting, and visual tasks into separate modules that can be trained independently. Using a Language, Action, and Vision (LAV) framework removes the dependence of action and vision modules on instruction following datasets, making them more efficient to train. We also present a preliminary evaluation of LAV on the ALFRED task for visual and interactive instruction following.
3.3GTJun 7, 2021
Improving Social Welfare While Preserving Autonomy via a Pareto MediatorStephen McAleer, John Lanier, Michael Dennis et al.
Machine learning algorithms often make decisions on behalf of agents with varied and sometimes conflicting interests. In domains where agents can choose to take their own action or delegate their action to a central mediator, an open question is how mediators should take actions on behalf of delegating agents. The main existing approach uses delegating agents to punish non-delegating agents in an attempt to get all agents to delegate, which tends to be costly for all. We introduce a Pareto Mediator which aims to improve outcomes for delegating agents without making any of them worse off. Our experiments in random normal form games, a restaurant recommendation game, and a reinforcement learning sequential social dilemma show that the Pareto Mediator greatly increases social welfare. Also, even when the Pareto Mediator is based on an incorrect model of agent utility, performance gracefully degrades to the pre-intervention level, due to the individual autonomy preserved by the voluntary mediator.
16.0AIFeb 8, 2021
A* Search Without Expansions: Learning Heuristic Functions with Deep Q-NetworksForest Agostinelli, Shahaf S. Shperberg, Alexander Shmakov et al.
Efficiently solving problems with large action spaces using A* search remains a significant challenge. This is because, for each iteration of A* search, the number of nodes generated and the number of heuristic function applications grow linearly with the size of the action space. This burden becomes even more apparent when A* search uses a heuristic function learned by computationally expensive function approximators, such as deep neural networks. To address this issue, we introduce Q*, a search algorithm that leverages heuristics capable of receiving a state and, in a single function call, returning cost-to-go estimates for all possible transitions from that state, along with estimates of the corresponding transition costs -- without the need to apply the transitions or generate the successor states; such action-state estimation are typically known as Q-values. This significantly reduces computation time and memory usage. In addition, we prove that Q* search is guaranteed to find a shortest path given a heuristic function that does not overestimate the sum of the transition cost and cost-to-go of the state. To obtain heuristics for Q* search, we employ a deep Q-network architecture to learn a state-action heuristic function from domain interaction, without any prior knowledge. We use Q* with our learned heuristic on different domains and action spaces, showing that Q* suffers from only a small runtime overhead as the size of the action space increases. In addition, our empirical results show Q* search is up to 129 times faster and generates up to 1288 times fewer nodes than A* search.
Hierarchical Variational Imitation Learning of Control ProgramsRoy Fox, Richard Shin, William Paul et al.
Autonomous agents can learn by imitating teacher demonstrations of the intended behavior. Hierarchical control policies are ubiquitously useful for such learning, having the potential to break down structured tasks into simpler sub-tasks, thereby improving data efficiency and generalization. In this paper, we propose a variational inference method for imitation learning of a control policy represented by parametrized hierarchical procedures (PHP), a program-like structure in which procedures can invoke sub-procedures to perform sub-tasks. Our method discovers the hierarchical structure in a dataset of observation-action traces of teacher demonstrations, by learning an approximate posterior distribution over the latent sequence of procedure calls and terminations. Samples from this learned distribution then guide the training of the hierarchical control policy. We identify and demonstrate a novel benefit of variational inference in the context of hierarchical imitation learning: in decomposing the policy into simpler procedures, inference can leverage acausal information that is unused by other methods. Training PHP with variational inference outperforms LSTM baselines in terms of data efficiency and generalization, requiring less than half as much data to achieve a 24% error rate in executing the bubble sort algorithm, and to achieve no error in executing Karel programs.
6.3ROJan 31, 2018
Constraint Estimation and Derivative-Free Recovery for Robot Learning from DemonstrationsJonathan Lee, Michael Laskey, Roy Fox et al.
Learning from human demonstrations can facilitate automation but is risky because the execution of the learned policy might lead to collisions and other failures. Adding explicit constraints to avoid unsafe states is generally not possible when the state representations are complex. Furthermore, enforcing these constraints during execution of the learned policy can be challenging in environments where dynamics are difficult to model such as push mechanics in grasping. In this paper, we propose Derivative-Free Recovery (DFR), a two-phase method for generating robust policies from demonstrations in robotic manipulation tasks where the system comes to rest at each time step. In the first phase, we use support estimation of supervisor demonstrations and treat the support as implicit constraints on states. We also propose a time-varying modification for sequential tasks. In the second phase, we use this support estimate to derive a switching policy that employs the learned policy in the interior of the support and switches to a recovery policy to steer the robot away from the boundary of the support if it drifts too close. We present additional conditions, which linearly bound the difference in state at each time step by the magnitude of control, allowing us to prove that the robot will not violate the constraints using the recovery policy. A simulated pushing task in MuJoCo suggests that DFR can reduce collisions by 83\%. On a physical line tracking task using a da Vinci Surgical Robot and a moving Stewart platform, DFR reduced collisions by 84\%.
RLlib: Abstractions for Distributed Reinforcement LearningEric Liang, Richard Liaw, Philipp Moritz et al.
Reinforcement learning (RL) algorithms involve the deep nesting of highly irregular computation patterns, each of which typically exhibits opportunities for distributed computation. We argue for distributing RL components in a composable way by adapting algorithms for top-down hierarchical control, thereby encapsulating parallelism and resource requirements within short-running compute tasks. We demonstrate the benefits of this principle through RLlib: a library that provides scalable software primitives for RL. These primitives enable a broad range of algorithms to be implemented with high performance, scalability, and substantial code reuse. RLlib is available at https://rllib.io/.
29.1ROOct 15, 2017
DDCO: Discovery of Deep Continuous Options for Robot Learning from DemonstrationsSanjay Krishnan, Roy Fox, Ion Stoica et al.
An option is a short-term skill consisting of a control policy for a specified region of the state space, and a termination condition recognizing leaving that region. In prior work, we proposed an algorithm called Deep Discovery of Options (DDO) to discover options to accelerate reinforcement learning in Atari games. This paper studies an extension to robot imitation learning, called Discovery of Deep Continuous Options (DDCO), where low-level continuous control skills parametrized by deep neural networks are learned from demonstrations. We extend DDO with: (1) a hybrid categorical-continuous distribution model to parametrize high-level policies that can invoke discrete options as well continuous control actions, and (2) a cross-validation method that relaxes DDO's requirement that users specify the number of options to be discovered. We evaluate DDCO in simulation of a 3-link robot in the vertical plane pushing a block with friction and gravity, and in two physical experiments on the da Vinci surgical robot, needle insertion where a needle is grasped and inserted into a silicone tissue phantom, and needle bin picking where needles and pins are grasped from a pile and categorized into bins. In the 3-link arm simulation, results suggest that DDCO can take 3x fewer demonstrations to achieve the same reward compared to a baseline imitation learning approach. In the needle insertion task, DDCO was successful 8/10 times compared to the next most accurate imitation learning baseline 6/10. In the surgical bin picking task, the learned policy successfully grasps a single object in 66 out of 99 attempted grasps, and in all but one case successfully recovered from failed grasps by retrying a second time.
Fast and Reliable Autonomous Surgical Debridement with Cable-Driven Robots Using a Two-Phase Calibration ProcedureDaniel Seita, Sanjay Krishnan, Roy Fox et al.
Automating precision subtasks such as debridement (removing dead or diseased tissue fragments) with Robotic Surgical Assistants (RSAs) such as the da Vinci Research Kit (dVRK) is challenging due to inherent non-linearities in cable-driven systems. We propose and evaluate a novel two-phase coarse-to-fine calibration method. In Phase I (coarse), we place a red calibration marker on the end effector and let it randomly move through a set of open-loop trajectories to obtain a large sample set of camera pixels and internal robot end-effector configurations. This coarse data is then used to train a Deep Neural Network (DNN) to learn the coarse transformation bias. In Phase II (fine), the bias from Phase I is applied to move the end-effector toward a small set of specific target points on a printed sheet. For each target, a human operator manually adjusts the end-effector position by direct contact (not through teleoperation) and the residual compensation bias is recorded. This fine data is then used to train a Random Forest (RF) to learn the fine transformation bias. Subsequent experiments suggest that without calibration, position errors average 4.55mm. Phase I can reduce average error to 2.14mm and the combination of Phase I and Phase II can reduces average error to 1.08mm. We apply these results to debridement of raisins and pumpkin seeds as fragment phantoms. Using an endoscopic stereo camera with standard edge detection, experiments with 120 trials achieved average success rates of 94.5%, exceeding prior results with much larger fragments (89.4%) and achieving a speedup of 2.1x, decreasing time per fragment from 15.8 seconds to 7.3 seconds. Source code, data, and videos are available at https://sites.google.com/view/calib-icra/.
DART: Noise Injection for Robust Imitation LearningMichael Laskey, Jonathan Lee, Roy Fox et al.
One approach to Imitation Learning is Behavior Cloning, in which a robot observes a supervisor and infers a control policy. A known problem with this "off-policy" approach is that the robot's errors compound when drifting away from the supervisor's demonstrations. On-policy, techniques alleviate this by iteratively collecting corrective actions for the current robot policy. However, these techniques can be tedious for human supervisors, add significant computation burden, and may visit dangerous states during training. We propose an off-policy approach that injects noise into the supervisor's policy while demonstrating. This forces the supervisor to demonstrate how to recover from errors. We propose a new algorithm, DART (Disturbances for Augmenting Robot Trajectories), that collects demonstrations with injected noise, and optimizes the noise level to approximate the error of the robot's trained policy during data collection. We compare DART with DAgger and Behavior Cloning in two domains: in simulation with an algorithmic supervisor on the MuJoCo tasks (Walker, Humanoid, Hopper, Half-Cheetah) and in physical experiments with human supervisors training a Toyota HSR robot to perform grasping in clutter. For high dimensional tasks like Humanoid, DART can be up to $3x$ faster in computation time and only decreases the supervisor's cumulative reward by $5\%$ during training, whereas DAgger executes policies that have $80\%$ less cumulative reward than the supervisor. On the grasping in clutter task, DART obtains on average a $62\%$ performance increase over Behavior Cloning.
20.5LGMar 24, 2017
Multi-Level Discovery of Deep OptionsRoy Fox, Sanjay Krishnan, Ion Stoica et al.
Augmenting an agent's control with useful higher-level behaviors called options can greatly reduce the sample complexity of reinforcement learning, but manually designing options is infeasible in high-dimensional and abstract state spaces. While recent work has proposed several techniques for automated option discovery, they do not scale to multi-level hierarchies and to expressive representations such as deep networks. We present Discovery of Deep Options (DDO), a policy-gradient algorithm that discovers parametrized options from a set of demonstration trajectories, and can be used recursively to discover additional levels of the hierarchy. The scalability of our approach to multi-level hierarchies stems from the decoupling of low-level option discovery from high-level meta-control policy learning, facilitated by under-parametrization of the high level. We demonstrate that using the discovered options to augment the action space of Deep Q-Network agents can accelerate learning by guiding exploration in tasks where random actions are unlikely to reach valuable states. We show that DDO is effective in adding options that accelerate learning in 4 out of 5 Atari RAM environments chosen in our experiments. We also show that DDO can discover structure in robot-assisted surgical videos and kinematics that match expert annotation with 72% accuracy.
1.0LGSep 24, 2016
Information-Theoretic Methods for Planning and Learning in Partially Observable Markov Decision ProcessesRoy Fox
Bounded agents are limited by intrinsic constraints on their ability to process information that is available in their sensors and memory and choose actions and memory updates. In this dissertation, we model these constraints as information-rate constraints on communication channels connecting these various internal components of the agent. We make four major contributions detailed below and many smaller contributions detailed in each section. First, we formulate the problem of optimizing the agent under both extrinsic and intrinsic constraints and develop the main tools for solving it. Second, we identify another reason for the challenging convergence properties of the optimization algorithm, which is the bifurcation structure of the update operator near phase transitions. Third, we study the special case of linear-Gaussian dynamics and quadratic cost (LQG), where the optimal solution has a particularly simple and solvable form. Fourth, we explore the learning task, where the model of the world dynamics is unknown and sample-based updates are used instead.
7.3LGSep 18, 2016
Principled Option Learning in Markov Decision ProcessesRoy Fox, Michal Moshkovitz, Naftali Tishby
It is well known that options can make planning more efficient, among their many benefits. Thus far, algorithms for autonomously discovering a set of useful options were heuristic. Naturally, a principled way of finding a set of useful options may be more promising and insightful. In this paper we suggest a mathematical characterization of good sets of options using tools from information theory. This characterization enables us to find conditions for a set of options to be optimal and an algorithm that outputs a useful set of options and illustrate the proposed algorithm in simulation.
10.0LGDec 29, 2015
Optimal Selective Attention in Reactive AgentsRoy Fox, Naftali Tishby
In POMDPs, information about the hidden state, delivered through observations, is both valuable to the agent, allowing it to base its actions on better informed internal states, and a "curse", exploding the size and diversity of the internal state space. One attempt to deal with this is to focus on reactive policies, that only base their actions on the most recent observation. However, even reactive policies can be demanding on resources, and agents need to pay selective attention to only some of the information available to them in observations. In this report we present the minimum-information principle for selective attention in reactive agents. We further motivate this approach by reducing the general problem of optimal control in POMDPs, to reactive control with complex observations. Lastly, we explore a newly discovered phenomenon of this optimization process - period doubling bifurcations. This necessitates periodic policies, and raises many more questions regarding stability, periodicity and chaos in optimal control.
34.0LGDec 28, 2015
Taming the Noise in Reinforcement Learning via Soft UpdatesRoy Fox, Ari Pakman, Naftali Tishby
Model-free reinforcement learning algorithms, such as Q-learning, perform poorly in the early stages of learning in noisy environments, because much effort is spent unlearning biased estimates of the state-action value function. The bias results from selecting, among several noisy estimates, the apparent optimum, which may actually be suboptimal. We propose G-learning, a new off-policy learning algorithm that regularizes the value estimates by penalizing deterministic policies in the beginning of the learning process. We show that this method reduces the bias of the value-function estimation, leading to faster convergence to the optimal value and the optimal policy. Moreover, G-learning enables the natural incorporation of prior domain knowledge, when available. The stochastic nature of G-learning also makes it avoid some exploration costs, a property usually attributed only to on-policy algorithms. We illustrate these ideas in several examples, where G-learning results in significant improvements of the convergence rate and the cost of the learning process.
3.8LGJun 27, 2012
Bounded Planning in Passive POMDPsRoy Fox, Naftali Tishby
In Passive POMDPs actions do not affect the world state, but still incur costs. When the agent is bounded by information-processing constraints, it can only keep an approximation of the belief. We present a variational principle for the problem of maintaining the information which is most useful for minimizing the cost, and introduce an efficient and simple algorithm for finding an optimum.